If ' next' works for someone, that is great, but if you want stability, stable FPS and compatibility with older hardware, there is an easy answer: use 2020.3. (Eg, we cannot say 'an Intel 4000 will work but an Intel 3000 won't - we have no idea!) Of course, we'll try to make it work on as wide a range of hardware as possible, but right now we don't know, and it would be incorrect to speculate or promise anything. In that time the build dependencies, minimum system requirements, performance baseline and basically everything else are going to change (and keep changing). ' next' is work-in-progress: likely 12 or 18 months before it becomes a release. We tried to communicate this: 2020.3 is the last release that will work on really old hardware: ' next' and future releases will need a more modern machine with an OpenGL 4 / DX12 class GPU. It is likely the non-shader code path (fixed-function pipeline) will also go away in the next twelve months (~ early/mid 2022). In addition, adopting OSG 3.6 means that the experimental CompositeViewer Support can be more widely enabled and tested (it is already enabled by default on next).Īlso, as part of the CompositeViewer effort, Canvas FBO rendering is in the process of being moved out of the scene graph into dedicated viewer-level cameras, which provides better support/integration with OSG threading and fixes the long-standing issue where Canvas textures were being rendered twice per view unnecessarily due to the original new/far camera scheme.įurthermore, to support Canvas (actually CanvasPath/all SVG handling) on Core profile, the plan is to migrate our Canvas Path backend from Shiva to ‘something else’ (see Shiva Alternatives) which implements the required drawing operations, unlike Shiva, ShaderVG or NanoVG can target Core-profile OpenGL. More importantly: Adopting OSG 3.6+, moving to the OpenGL core profile, WS 3.0, Osm2city buildings, Photoscenery and Compositor shadows & lights. Note FlightGear is currently undergoing a lot of huge changes.
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